Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Mogami's last attempt.

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: Mogami's last attempt. Page: <<   < prev  3 4 [5] 6 7   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Mogami's last attempt. - 1/21/2005 7:05:30 PM   
AmiralLaurent

 

Posts: 3351
Joined: 3/11/2003
From: Near Paris, France
Status: offline
quote:

ORIGINAL: Mr.Frag

I know there is a fundimental conflict built into any game, that is the human desire to win, and no rule can ever really correct that tendency. Given a path that results in a win, 95% of folks will go down that path. The remaining 5% will argue that you shouldn't be able to win like that. It is very difficult to convince 95% with 5%.



Actually the best way to win the game is to ignore 95% of it and concentrate only on Asia. The only thing you have to do with your IJN fleet is to sink Allied ships going you way and try to sink Allied CVs available in 1942.

My own point of view is that the land battle are not enough bloody... and land logistics are too easy. China is a minor point of view in my own opinion as :

1) players playing PBEM usually agree some home rules in China (no Kwantung armies)
2) people playing AI games with Japan may easily win by conquering China. So they will be happy.
3) people playing AI games with Allied will not be crushed in China, as the Ai do nothing here. So they will be happy.

When I play PBEM, I'm not trying to win a game, I'm trying to do the best as I can with what I have. PBEM games will take so much time that I use to play even when I am losing (never reach in a WITP PBEM the way someone is the clear victor, but I did several times in UV), but is not impotent and so both players enjoyed the game.

But I find that every land battle in the game is too fast (except atoll fighting) and that is a problem. If gives unrealistic results in 1942 to the advantage of Japan and will latter give unrealistic advantage to the Allied side.

(in reply to Mr.Frag)
Post #: 121
RE: Mogami's last attempt. - 1/21/2005 7:10:02 PM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
Yes I know. The key to defending Changsa is to shock attack on the turn the enemy gets there. Under 1.3 it was easy to retreat the Jap forces unless they massed their entire force. Under 1.4 I have around 10 units with 100 prep so I really don't think a direct ausault is possible. You can try but if I retreat 10 Jap divisions in one battle its a whole new war.

Japan has to use a more indirect route and try to envelope the base and various tactics can be used to combat this option. Most allied players don't know about the effectness of chinese shock attacks but those who do can be very dangerous.

(in reply to Mr.Frag)
Post #: 122
RE: Mogami's last attempt. - 1/21/2005 7:18:23 PM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
Oh no my China only opponent is on this thread. I Better stop talking tactics.

(in reply to moses)
Post #: 123
RE: Mogami's last attempt. - 1/21/2005 9:13:20 PM   
WiTP_Dude


Posts: 1434
Joined: 7/3/2004
Status: offline
quote:

ORIGINAL: Tom Hunter

I am seeing a trend here that counter attacking is a key part of conducting a successful defense. My fight in China is going pretty well and I have launched an number of deliberate attacks as well as many bombardment attacks.


According to your AAR, your opponent attacked Wuchow and Yenan at the same time. This a big no-no. Wuchow is far to the south while Yenan is way up north. Such a divided strategy is doomed to failure.

(in reply to Tom Hunter)
Post #: 124
RE: Mogami's last attempt. - 1/21/2005 10:08:26 PM   
Zeta16


Posts: 1199
Joined: 11/20/2002
From: Columbus. Ohio
Status: offline
quote:

ORIGINAL: moses

Yes I know. The key to defending Changsa is to shock attack on the turn the enemy gets there. Under 1.3 it was easy to retreat the Jap forces unless they massed their entire force. Under 1.4 I have around 10 units with 100 prep so I really don't think a direct ausault is possible. You can try but if I retreat 10 Jap divisions in one battle its a whole new war.

Japan has to use a more indirect route and try to envelope the base and various tactics can be used to combat this option. Most allied players don't know about the effectness of chinese shock attacks but those who do can be very dangerous.


I think China is a lot easier to defend under one day turns. In my two day PBEMs China gets crushed. In my one day PBEMs China does a lot better. It seems the units always arrive on the first day of two day turns thus you can not shock until the third day troops are there.

_____________________________

"Ours was the first revolution in the history of mankind that truly reversed the course of government, and with three little words: 'We the people.' 'We the people' tell the government what to do, it doesn't tell us." -Ronald Reagan

(in reply to moses)
Post #: 125
RE: Mogami's last attempt. - 1/21/2005 10:14:11 PM   
WiTP_Dude


Posts: 1434
Joined: 7/3/2004
Status: offline
One or two day turns don't matter much. In one day turns both sides can have more control over their attacks and moves so it's a wash.

(in reply to Zeta16)
Post #: 126
RE: Mogami's last attempt. - 1/21/2005 10:29:05 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline
quote:

ORIGINAL: Mogami

Hi, Your not fooling me. It is not that you must go to China to win. (or are you saying that you admit you have lost the Pacific war but still want to weasel a victory from the game.)
There are points in the Pacific just like in China only the game is designed to make you fight for them.
Should the easy way be the correct way to win the game? Can you lose the battles with the USA and still win the game?
If you think so we disagree.

Chunking is worth how much? Noumea is worth how much? One objective actually is in the Pacific and will preserve the Empire the other is meaningless. (Of course you might lose the battle. Thats what the game is all about. If you can win and not fight the USA and win don't you think something is wrong with how you are winning?)


It's not meaningless at all. If the Japs take Chungking the Allies are going to have a hell of a time taking it back. It's effectively points in the bag. And its all about points, points > victory.

(in reply to mogami)
Post #: 127
RE: Mogami's last attempt. - 1/21/2005 10:35:07 PM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
I think Zeta is correct. It is important to attack as quickly as possible. You have to retreat them and once they dig in even to level 1 forts it becomes much more difficult. Plus they often have more fatigue and when crossing rivers much more disruption on the first turn. One last thing is that often only a couple of Japans units move at first and the rest follow the next turn. So on the first turn Japan cannot launch much of a bombardment attack. On the second turn his huge bombardment comes in before the shock attack.

Its also sometimes hard for japan to coordinate attacks from multiple hexes so never discount the possibility that the Japanese player will just flat screw up and get only half his force into the hex with the rest to follow in two days.

(in reply to WiTP_Dude)
Post #: 128
RE: Mogami's last attempt. - 1/21/2005 11:39:41 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline
To throw in my 2c, if it is agreed that some type of change needs to be made in the China, then I agree with some of the points made by others:


  • Make it harder to move units out of Manchukuo by land. This is simply closing a loophole in the game mechanics.
  • Change the game so that if a Chinese city is under-garrisoned by the Japanese then it may eventually revert to Chinese control with a free partisan/militia unit appearing there as well.
  • Add large STATIC units to many Chinese cities, to represent private armies and/or forces that would be raised and committed to the defence of the interior of China. They should be static to avoid the unrealistic possibility of the China player using these forces to roll Japanese forces into the sea.
  • Add a small amount of daily supply to more Chinese cities to offset the increased OOB (static units).


The first two changes require modification to the game code. The other changes can be achieved by game modders. I have not addressed innacuracies in the combat model - I leave that to others who have more game playing experience than myself.

< Message edited by Andrew Brown -- 1/22/2005 8:46:53 AM >


_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to Andy Mac)
Post #: 129
RE: Mogami's last attempt. - 1/22/2005 12:42:06 AM   
BoerWar


Posts: 506
Joined: 6/12/2004
From: Arlington, VA
Status: offline
The edge of the map theory cuts both ways. Perhaps the Germans weren't goihg to invade Great Britiain by 1942. So what? They were a stones throw from defeating Russia in January 1942. A Japanese knife in the Russians back would likely have changed the course of that part of the war. The bulk of Zhukov's counteratttacking forces in early 1942 had been withdrawn from the far east. Furthermore, the Japanese didn't push very hard in China, why penalize a player who does? Why is it legit to invade the U.S., but not to defeat China? If you want partisans to tie down Japanese forces put them into the game. Finally, the concept that the game accurately portraits the airwar in dec 1941 - mid 1942 is goofy. Chinese fighters regularly whacking the Japanese airforce is ahistorical. B-17's carpet bombing in mar 1942 is ahistorical. Zeroes that can't hold their own against P-40's is ahistorical. B-17E's had an effective range of 500 nm (Freeman, B-17 Flying Fortress at War), they put non-self-sealing tanks in the bomb bay to extend the range out to 700+ miles.

(in reply to Andrew Brown)
Post #: 130
RE: Mogami's last attempt. - 1/22/2005 2:36:11 AM   
Grotius


Posts: 5798
Joined: 10/18/2002
From: The Imperial Palace.
Status: offline
My two cents:

1. Mogami/Frag, is Moses right that ground combat generally tends to favor the attacker (by merely disrupting the attacker while actually killing retreating defenders)? Is that working as designed? Could the game either impose more losses instead of disruptions on the attacker -- or make retreats less costly for the defender? Or is it too late for changes to the ground combat code?

2. Wouldn't very high garrison requirements satisfy Mogami's concern about map edges? Couldn't these be used in India too? Couldn't they extend to naval forces as well as ground forces in India, reflecting Japan's need to fight off British naval forces that would surge toward India? Or should India have something like the "spawning USA divisions" rule for Japanese incursions into US territory?

3. Is it too easy for Japan to move supply deep into China? Perhaps Japan could suffer accelerating supply penalties as it gets in deeper? For all its faults, Hearts of Iron 2 makes an attempt to simulate this.

4. Perhaps Japan's VP values for some Chinese cities are too high? One might consider reducing these and inserting static Chinese defenses, to simulate command-level paralysis/inertia among the Chinese. By reducing VPs for cities, this might alleviate Frag's concern about Japan racking up more VPs by killing more of the static defenders.

(in reply to BoerWar)
Post #: 131
RE: Mogami's last attempt. - 1/22/2005 4:30:49 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
It's all about supply Grotius, it always is. He who has it wins, he who doesn't looses.

It's not about right or wrong ... if you want to take your supply there and play, you will beat out the other guy who doesn't.

A PBEM player who plays China and brings his supply in and doesn't burn supply on useless efforts (as it it needed for troop building) will beat out Japan eventually.

(in reply to Grotius)
Post #: 132
RE: Mogami's last attempt. - 1/22/2005 5:01:58 AM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline
quote:

ORIGINAL: BoerWar

The edge of the map theory cuts both ways. Perhaps the Germans weren't goihg to invade Great Britiain by 1942. So what? They were a stones throw from defeating Russia in January 1942. A Japanese knife in the Russians back would likely have changed the course of that part of the war. The bulk of Zhukov's counteratttacking forces in early 1942 had been withdrawn from the far east. Furthermore, the Japanese didn't push very hard in China, why penalize a player who does? Why is it legit to invade the U.S., but not to defeat China? If you want partisans to tie down Japanese forces put them into the game. Finally, the concept that the game accurately portraits the airwar in dec 1941 - mid 1942 is goofy. Chinese fighters regularly whacking the Japanese airforce is ahistorical. B-17's carpet bombing in mar 1942 is ahistorical. Zeroes that can't hold their own against P-40's is ahistorical. B-17E's had an effective range of 500 nm (Freeman, B-17 Flying Fortress at War), they put non-self-sealing tanks in the bomb bay to extend the range out to 700+ miles.


Gee Boer..., the way you put it the Axis must have won WWII. As I recall it, General Winter and Marshall Zhukov already had
the Germans falling back before December 7th. And the Japanese were no more prepared to wage offensive warfare in Siberia
in mid-winter than the Germans had been. You'll note that none of their earlier military attempts in this theatre were made in
the winter..., and they were still stomped flat.

And "the Japanese didn't push very hard in China"? Wow! Makes you wonder what they had been doing there since 1937? Of
course these efforts had to weaken when they decided to take on the rest of the world in December 1941...., the Japanese Econ-
omy simply couldn't support that kind of effort. But one of the major reasons the Japanese cite for wanting to expand their war
was to cut the Chinese off from outside aide----which they blamed for their growing lack of success against China during 1940-41.
Chinese fighters did enjoy success against unescorted Japanese bombers during the Sino-Japanese War, which was one of the
reasons longer range was a design requirement for the Zero. And with the advent of a wider war, the Chinese airforce was left
facing Nates and Claudes---neither of which were outstanding.

While I would agree that "carpet bombing" was not a feature of the Pacific Campaign's earlier years, I can't say I remember
there being anything like the hundreds of 4-engined "heavies" available at this time to conduct a "carpet bombing" effort either.
And how well any fighter does against any other has a lot to do with readiness, morale, training, and positional advantage.
Blanket statements that "this" should always beat "that" are meaningless out of context.

_____________________________


(in reply to BoerWar)
Post #: 133
RE: Mogami's last attempt. - 1/22/2005 5:31:06 AM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
Reply to Grotius:

Notice that you did not get a straight answer to #1. They know I'm dead right so they try and change the subject.

The army loss victory pts don't lie. Each Japan army loss VP equals exactly 6 items (tanks, arty, squads, etc). Each Chinese VP equals 12. Just watch your army loss VP's as Japan. You can fight battles every day and you'll lose only a couple VP's each day. Meanwhile your opponent will be losing tons with each retreat. (of course surrenders are even better but not the point here). Watch what happens if you screw up and suffer a retreat. Have a couple divisions retreated and you will suffer a couple hundred losses in one pop.

Don't reley on me. Just watch your VP's and you'll understand how the system works

< Message edited by moses -- 1/21/2005 9:47:19 PM >

(in reply to Grotius)
Post #: 134
RE: Mogami's last attempt. - 1/22/2005 5:45:54 AM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi, Don't make it out to be a conspiracy.

I've lost 200 VP in China in 1 game. More in another.

We also don't agree on how China should act. I don't let the Japanese fight battles I know they are going to win when I am China.

I think my position is well known. I think the Japanese could have cleared the RR (They never did in the war before 1944) but I don't have a cow about it being done in 1942 instead.
As Japan I let the CHinese player decide when to start fighting.
I don't let the CHinese push me around. I'll bring whatever force I need to win there. (I just pay the PP) I've even used SAA units in China when China tried a major effort.

I appears to me you want the combat system changed to produce more loss for the attacker. But you also still want the Japanese to be capable of outright defeat of China.

< Message edited by Mogami -- 1/21/2005 10:46:31 PM >


_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to moses)
Post #: 135
RE: Mogami's last attempt. - 1/22/2005 6:10:57 AM   
WiTP_Dude


Posts: 1434
Joined: 7/3/2004
Status: offline
Did you pay the political points to move those SAA units into China?

(in reply to mogami)
Post #: 136
RE: Mogami's last attempt. - 1/22/2005 6:12:01 AM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
The question was very specific. Under the current combat system it is normal that the attacker will lose very few actual casualties. The numbers in the casualty reports being covered by disrupted units and not actual kills. The big killer in the game is retreats and their associated effects such as units having over 50 % of their element disrupted, all supply lost etc.

I'll be more specific. As long as I as the attacker ensure that my units have under 50% of elements disrupted (very easy in most cases) and that I am not reteated, I will suffer negligible casualties. In contrast my opponent who suffers retreats will lose heavy casualties.

Simple case: Set up a situation where 10 fresh Japanese divisions deliberate attack and cause to retreat a force of 10 fresh Chinese divisions. What do you think the loss ratio will be? I can make a pretty good estimate that China will take between 60 and 100 VP losses. I'll bet Japan will take 1 or 2 if that much. Am I in the ballpark?

I don't think there is a conspiricy I just think there is an unwillingness to address what seems to me an obvious and fixable problem. It's quite possible that I'm just full of it but the longer people keep evading the specific issue of the land combat model the more I think that my analysis is correct.

Don't take it personally because I certainly don't. I like nothing better than to debate things like this and I have a great time testing out my ideas. I think WITP is the greatest wargame ever made. I've easily goten my money's worth. That said is anyone going to defend the land combat system? If not then maybe a tweak or two is in order.

(in reply to mogami)
Post #: 137
RE: Mogami's last attempt. - 1/22/2005 6:13:43 AM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
Stupid question: whats SAA?

(in reply to moses)
Post #: 138
RE: Mogami's last attempt. - 1/22/2005 6:14:30 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
moses, under the current combat system, the side with supplies doesn't hurt ... when both sides have supplies, losses are small to both. when one side has supplies and the other doesn't, it gets seriously hurt.

It is *always* about supplies.

(in reply to moses)
Post #: 139
RE: Mogami's last attempt. - 1/22/2005 6:18:13 AM   
WiTP_Dude


Posts: 1434
Joined: 7/3/2004
Status: offline
SAA = Southern Area Army

(in reply to moses)
Post #: 140
RE: Mogami's last attempt. - 1/22/2005 6:28:46 AM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
quote:

I appears to me you want the combat system changed to produce more loss for the attacker. But you also still want the Japanese to be capable of outright defeat of China.


This is correct for the most part. Current system produces very low loses for the dominant army IN EVERY THEATER ON THE MAP. This is not a China only issue. But it does effect the Chinese, Russian, Burmese and Indian theaters to a greater extent than the pacific theater. It affects the pacific theater but since naval/air issues predominate the land aspect has a less adverse effect on the simulation.

As far as should China be able to be conquered I really don't know the history well enough to judge. What I do think is that proper functioning of this part of the game should not be dependent on player restraint. Its one thing if players game the system and use tricks of various types to do strange things. But when players do normal types of things, historically plausable outcomes should result. Not that things have to happen as they did historically, but they have to make some historical sence.

Certainly I should not be able to conquer China in 6 to 8 months while lossing 10,000 casualties and at the end of the campaign all my units are as fresh as daisies. It may be that Japan could have conquered Russia. People can disagree about this. But certainly it should be very bloody. At the end of the campaign assuming I win my units should at least be hurting bad. But I have demonstrated that I can defeat Russia almost bloodlessly and within 2 or 3 months. Certainly this is not right. Similarly Burma and India are badly scewed.

These problems all trace to the flawed ground combat model.

(in reply to moses)
Post #: 141
RE: Mogami's last attempt. - 1/22/2005 6:54:33 AM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi, Part of the flawed ground combat model is the flawed Order of battle that allows one side (in this case Japan) to mass forces and get really outrageous odds.
No matter what what combat system is used 5 to 1 is going to win battles and suffer less loss then it inflicts.
I'm all for this. Where the attacker can get 5-1 let him win. I subscribe to the "more you use the less you lose" concept of war.
However in reality. In 1941 1942 the Japanese could not mass the required force in one location (either against Soviets or Chinese) to get the odds that produce cheap victory without losing battles in other locations.

The Japanese are out numbered 4-1 in China in 1941. There is nothing they can do about this.
If the entire army in manchuria and SAA are add the Japanese are still outnumbered by more then 2-1.

Japan had more force in China prior to 1941. The entire SAA OB is units drawn from China. The stalemate in China had occured when Japan was employing the maximum force they could muster.
Now the events after June 22 altered things somewhat. But the Soviets did not weaken the East before Japan attacked PH. In WITP these units are already gone.
The game is not about the German-Soviet War it is about the Japanese war in the Pacific. So any Japanese player who attacks the Soviets in the winter of 41-42 is exploiting the game.
Now here is an easy solution.
Put the units back in and leave them there. The war against Germany is not part of this game so who cares what happens there. The Japanese if tthey want to attack the Soviets have to attack the Army that was actually there.
If the Japanese wish to attack in China let them. But put the actual Chinese Army on the map.

In the present ground combat system odds of 2-1 or less produce reasonable results. It is allowing these really high odds from Japanese being able to mass that results in the slaughter for no cost.
I think the high odds attack results are fine but they are too easy to achive.
Places like Bataan or Singapore if the Japanese want to send the units and the supply and spend the time they can get them. In reality the Japanese would have had good odds at Bataan and finished sooner if they had not thought the campaign over when they captured Manila and transfered the best units out to prepare to invade Java.


(I just killed 200k Chinese in a game. But the battle lasted several months and they were surrounded by 100k Japanese with 150k Japanese in their hex. All bases are garrisioned
The battle was in the worst cityin China for the Chinese to defend (Hengchow) On the RR and easy to surround.)(Japan lost 50k+ men in the course of the months long battle)

< Message edited by Mogami -- 1/22/2005 12:00:26 AM >


_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to moses)
Post #: 142
RE: Mogami's last attempt. - 1/22/2005 4:33:43 PM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
quote:

The game is not about the German-Soviet War it is about the Japanese war in the Pacific. So any Japanese player who attacks the Soviets in the winter of 41-42 is exploiting the game.


Why must we accept this?

Here's how to make russia work:

1.) For every 200 assault pts over 10,000 that japan brings to Russia add a 1% chance per turn of Russia getting an added division transfered over to Russia. (Have some reasonable max number like 10 divisions or so.)

2.) As soon as Russia gets to its max number of divisions it activates.

3.) As soon as Japan reaches 10,000 AP in Russia the russian units can be moved within their borders.

Now Japan cannot mass forces without some russian reaction.

Now fix the ground combat system so that the battle that results in russia really works.

I just don't accept the view that a player who uses his forces in a normal logical way is exploiting the system.

Attacking Russia may not be smart either, historically or within the game, but it is, and was, a valid option. Plus its in the game so I can't fathem how you can make the above argument.

(in reply to mogami)
Post #: 143
RE: Mogami's last attempt. - 1/22/2005 4:41:48 PM   
BoerWar


Posts: 506
Joined: 6/12/2004
From: Arlington, VA
Status: offline
quote:

Gee Boer..., the way you put it the Axis must have won WWII. As I recall it, General Winter and Marshall Zhukov already had
the Germans falling back before December 7th. And the Japanese were no more prepared to wage offensive warfare in Siberia
in mid-winter than the Germans had been. You'll note that none of their earlier military attempts in this theatre were made in
the winter..., and they were still stomped flat.


You might want to go back a reread your history. Stalingrad occured in summer 1942. The forces Zhukov used to encircle Paulus came from the far east. Without the loss of Paulus's army group the Germans potentially knock the U.S.S.R. out of the war. At that point the war gets much tougher for the remaining allies and much easier for Japan. None of this is simulated in the game. These are facts, sorry if they are inconvenient. I didn''t say the Axis must have won it, I said they could have if they had worked together.

quote:

And "the Japanese didn't push very hard in China"? Wow! Makes you wonder what they had been doing there since 1937? Of
course these efforts had to weaken when they decided to take on the rest of the world in December 1941...., the Japanese Econ-
omy simply couldn't support that kind of effort. But one of the major reasons the Japanese cite for wanting to expand their war
was to cut the Chinese off from outside aide----which they blamed for their growing lack of success against China during 1940-41.
Chinese fighters did enjoy success against unescorted Japanese bombers during the Sino-Japanese War, which was one of the
reasons longer range was a design requirement for the Zero. And with the advent of a wider war, the Chinese airforce was left
facing Nates and Claudes---neither of which were outstanding. [\quote]

You make my point. The Zero was clearly superior to any Chinese fighter and the Nate / Oscar should be able to hold their own with the chinese fighters. I'm not seeing that in any of the pbem games I'm playing. Nates/Oscars have no chance in the game against anything other than Dutch Brewsters. That is with 99 morale and 65-80 training levels.

quote:

While I would agree that "carpet bombing" was not a feature of the Pacific Campaign's earlier years, I can't say I remember
there being anything like the hundreds of 4-engined "heavies" available at this time to conduct a "carpet bombing" effort either.
And how well any fighter does against any other has a lot to do with readiness, morale, training, and positional advantage.
Blanket statements that "this" should always beat "that" are meaningless out of context.



Once again you make my point. In the game WITP by Mar/ Apr 1942 the allies can have B-17's in sufficient numbers to conduct carpet bombing raids. My pbem opponent is able to hit Guadalcanal with 90+ B-17's and 40-50 B-24's while simulataneously hitting Port Morsby with 80-90 B-17's. This is game fact and historical fiction.

The point of my post was that there are alot of ahistorical situations in the game, why select the only one that works to the advantage of Japan for repair? As a game WITP is currently fairly well balanced. Keep fiddling and it will be pointless to play as Japan, it will be just as impossible to gain a points victory as it is to gain outright victory.

(in reply to mogami)
Post #: 144
RE: Mogami's last attempt. - 1/22/2005 4:48:05 PM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
Notice Groteus that the question is still not answered.

Here's how it works:

1.) Units that get retreated take very heavy losses. Everyone who has played for a while knows this. But these losses do not show up on the combat report.

2.) Loses in the combat report cause units to be disabled or killed. As far as I can tell at least 90% and quite possibly 100% of the losses reported are in the form of disabled units. I tend to think that the only kills are when a disabled unit gets hit again. So I'm guessing if you start with 100% good squads you will never take a loss. But thats a bit of speculation.

3.) Once over 50% of your units are disabled you will start taking actual kills.

So as the atacker you just need to watch your units and insure they don't go over 50% disabled. (pretty easy in most theaters). Also make sure you don't walk into an ambush and get retreated. If you follow these rules you will inflict 100-1 losses on your opponent.

Now this is what allows the easy victories in all the land theaters.

My campaign in China has been fought in a orderly way with WITP_Dude defending well. I took many casualties in the combat report and from watching these reports you would think that my forces should be getting worn down. The problem is that almost none of my losses were real while China was taking massive losses from retreats which do not get reported in the combat reports.

Fix this problem and the Land theaters will play just fine. An aggressive attacker will be worn down as you would expect and while Japan may still achieve victory it will come with an appropriate price.

Something like:

1.) 50% of losses reportd in combat reports should be kills.
2.) reduce retreat losses to 10% of force from the current 25%.

< Message edited by moses -- 1/22/2005 8:50:39 AM >

(in reply to moses)
Post #: 145
RE: Mogami's last attempt. - 1/22/2005 4:55:50 PM   
Kereguelen


Posts: 1829
Joined: 5/13/2004
Status: offline
Hi,

the German attack on Stalingrad started on 9-2-42, the Russian counterattack on 11-19-42. Most Russian forces did not come from the Far East but from the STAVKA reserve and from forces that were already deployed there before (that is, forces that retreated from the German onslaught after Case Blue started). Completely different from the fresh formations from the Far East the Russians employed in the winter battles of 1941/42 ...

K

(in reply to BoerWar)
Post #: 146
RE: Mogami's last attempt. - 1/22/2005 5:18:16 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi, I am not saying that attacking China or the Soviets should not be allowed.

I am saying that currently the scenarios do not reflect the actual orders of battle for China and the Soviets so Japanee players are getting the wrong idea.

This has nothing to do with the combat system. If the combat system is totally redone the order of battle for China and the Soviets will still also need to be redone if players are interested in the actual situation in those two areas.

Currently they are unintended gifts to the Japanese. Even with a new combat system.


In Dec 1941 in WITP there are 20 Divisions and 5 Bde assigned to Soviet Far East Front.
In reality the Soviets never had fewer then 40 divisions in Far East Army and that is after they withdrew forces when they learned te Japanese were going South and there would be no war with Japan.

In 1945 prior to the Soviets attacking the Japanese they increased the Army to over 80 divisions.

< Message edited by Mogami -- 1/22/2005 10:38:04 AM >


_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Kereguelen)
Post #: 147
RE: Mogami's last attempt. - 1/22/2005 5:37:47 PM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
Its all about the combat system. With the current OOB China has quite enough units to stop Japan with a more adequate ground combat system. You have 72 Corps for heavens sake.

Just keep on adding Chinese units and this theater will truly be broken as the Chinese will use this flawed system to drive Japan out of Russia in early 43.

When I start that AAR are you going to tell me its gamey to use the Chinese forces to attack. Or are you going to create a rule that forbids Chinese units from crossing the russian border. Or perhaps create a bunch of Chinese units that are unable to leave specific cities.

Why is the solution to forbid players from doing things that were possible instead of just making the game work properly. Players should be able to invade India or Austrailia if they want. They game should just be designed so these operations entail a reasonable cost.



Interesting that in all of my ranting I still find no one who will directly defend the ground combat system.

(in reply to mogami)
Post #: 148
RE: Mogami's last attempt. - 1/22/2005 5:39:41 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi, Do you want the correct Japanese units in the game?

Well If I am going to fight in China I want the correct Chinese Army. Not what someone feels is enough. I want the Chinese Army to be the Chinese Army. I want the Soviet Army to be the Soviet Army.

If everything is correct there is no need to forbid anything.

Historic sizes of opposing Armies in Far East

1941 Japan 1,000,000 Soviets 750,000
1943 Japan 600,000 Soviets 750,000
1945 Japan 750,000 Soviets 1,500,000 (edited down)(oinly counting combat troops)


In Dec 1941 China had 3.8 million men in 316 Divisions
WITP has 74 Corps and 9 Div. Based on strength of Corps they are 2 divisions.(157) So we need another 80 Corps on map.

Since Japanese players want to see what a full offensive in China would result in I say lets find out.

How about we remove 4 CV from the IJN?

Near as I can find there were 58 Soviet Divisions in Far East at start of December. 18 were sent west once Soviets learned Japan would not attack.
In 1943 the Soviets sent the commanders in Far East to fight Germans and replaced them with officers who had been fighting Germans.
Arrangments were made in 1943 to Send 30 trains per day East if required.

< Message edited by Mogami -- 1/22/2005 10:59:37 AM >


_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to moses)
Post #: 149
RE: Mogami's last attempt. - 1/22/2005 6:03:15 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
quote:

ORIGINAL: moses

Its all about the combat system. With the current OOB China has quite enough units to stop Japan with a more adequate ground combat system. You have 72 Corps for heavens sake.

Just keep on adding Chinese units and this theater will truly be broken as the Chinese will use this flawed system to drive Japan out of Russia in early 43.

When I start that AAR are you going to tell me its gamey to use the Chinese forces to attack. Or are you going to create a rule that forbids Chinese units from crossing the russian border. Or perhaps create a bunch of Chinese units that are unable to leave specific cities.

Why is the solution to forbid players from doing things that were possible instead of just making the game work properly. Players should be able to invade India or Austrailia if they want. They game should just be designed so these operations entail a reasonable cost.



Interesting that in all of my ranting I still find no one who will directly defend the ground combat system.



Hi, I don't think I posted a complaint about the combat system.
If you bring enough troops and supply you win.
When planning operations I plan to bring enough troops and supply to win.

When you start an AAR about China making a massive offensive in 1941 we all say
"Good thing for Japan it was impossible in actual war. "

Rather then the current comment about Japan

"Your only facing half the Chinese Army"

I think the current OB for China is pretty close as far as number of Corps but they are all 2 Division Corps and should be 4 Division Corps. That would make them alomst as strong as a Japanese Division at full strength but with much lower experiance and worse leaders.


Have to divide it up so 246 div are Front line and 70 div are rear area

1st War Area Wei Li-huang
40th Corps Pang Ping-hsun
76th Corps Li Tieh-chun
2nd Army Group Sun Lien-chung
30th Corps Tien Lien-chung
42nd Corps Feng An-pang
58th Corps Liu Ju-ming
3rd Army Group Sun Tung-hsuan (concurrent)
12th Corps Sun Tung-hsuan

2nd War Area Yen Hsi-shan
1st Temporrary Division Pen Yu-Pin
2nd Temporary Division Chin Hsien-chang
71st Division Kuo Tsung-fen
66th Division Tu Chun-yi
9th Corps Kuo Chi-chiao
4th Army Group Sun Wei-ju
38th Corps Chao Shou-shan
47th Corps Li Chia-yu
96th Corps Li Hsing-chung
5th Army Group Tseng Wan-chung (concurrent)
3rd Corps Tseng Wan-chung
15th Corps Liu Mao-en
17th Corps Kao Kuei-tse
6th Army Group Yang Ai-yuan
19th Corps Wang Ching-kuo
61st Corps Chen Chang-chieh
1st Cavalry Corps Chao Cheng-shou
7th Army Group Fu Zso-yi (concurrent)
1st New Corps Teng Pao-shan
22nd Corps Kao Shuang-cheng
35th Corps Fu Zso-yi
Manchuria Advanced Corps Ma Chan-shan
14th Army Group Wei Li-huang (concurrent)
14th Corps Chen Tieh
93rd Corps Liu Kan
98th Corps Wu Shih-min
18th Army Group

3rd War Area Ku Chu-tung
4th New Corps Yeh Hsun-chi
10th Army Group Liu Chien-hsu
28th Corps Tao Kuang
91st Corps Hsuan Tieh-wu
23rd Army Group Tang Shih-tsun
21st Corps Chen Wan-jen
50th Corps Kuo Hsun-chi
25th Army Group Chen Yi
100th Corps Chen Chi
28th New Division Wang Chi-hsiang
32rd Army Group Shangkuan Yun-hsiang
25th Corps Wang Ching-chiu
29th Corps Chen An-pao
67th Division Mo Yu-shuo

4th War Area Chang Fa-kuei
9th Army Group Wu Chi-wei
4th Corps Ou Chen
65th Corps Li Chen-chiu
12th Army Group Yu Han-mou
62nd Corps Chang Ta
63rd Corps Chang Jui-kuei
66th Corps Yeh Shao
83rd Corps (not filled)
16th Army Group Hsia Wei (concurrent)
46th Corps Hsia Wei
64th Corps Teng Lung-kuang

5th War Area Li Tsung-jen
Hinan-Hupei-Anhwei Border Command
Area Guerilla C-in-C Liao Lei
7th Corps Chang Kan
48th Corps Chang Yi-shun
11th Army Group Li Pin-hsien
84th Corps Chin Lien-fang
39th Corps Liu Ho-ting
22nd Army Group Wang Tsan-hsu
44th Corps Liao Chen
29th Army Group Wang Tsan-hsu
44th Corps Liao Chen
33rd Army Group Chang Tse-chung (concurrent)
55th Corps Tsao Fu-lin
59th Corps Chang Tse-chung
77th Corps Feng Chih-an

8th War Area Chu Shao-liang
2nd New Corps Lu Ta-chang
80th Corps Kung Ling-hsun
82nd Corps Ma Pu-fang
191st Division Yang Teh-liang
2nd Cavalry Corps Ho Chu-kuo
5th Cavalry Corps Ma Pu-chung
6th Cavalry Corps Men Ping-yueh
17th Army Group Ma Hung-pin (concurrent)
81st Corps Ma Hung-pin
168th Division Ma Hung-kuei

9th War Area Hsueh Yueh (acting)
74th Corps Wang Yao-wu
Border Area Guerilla C-in-C Fan Sung-pu
8th Corps Li Yu-tang
73rd Corps Peng Wei-jen
1st Army Group Lung Yun
58th Corps Sung Tu
3rd New Corps Chang Chung
60th Corps An En-pu
19th Army Group Lo Cho-ying
79th Corps Hsia Chu-chung
49th Corps Liu Tuo-chuan
70th Corps Li Chueh
78th Corps Hsua Shou-hsun
20th Army Group Shang Chen
53rd Corps Chuo Fu-cheng
54th Corps Huo Kuei-chang
87th Corps Liu Ying-ku
27th Army Group Yang Sen
20th Corps Yang Han-yu
30th Army Group wang Ling-chi
72nd Corps Han Chuan-pu

10th War Area Chiang Ting-wen (concurrent)
16th Corps Tung Chao
34th Army Group Chiang Ting-wen
27th Corps Fan Han-chieh
90th Corps Li Wen

Shantung-Kiangsu War Area Yu Hsueh-chung (concurrent)
51st Corps Yu Hsueh-chung
57th Corps Miao Cheng-liu
89th Corps Han Teh-chin
Guerilla C-in-C Shen Hung-ieh

Hopei-Chahar War Area Lu Chung-lin
New 5th Corps Sun Kuei-yuan
69th Corps Shih Yu-suan
99th Corps Chu Huai-ping
Hopei Militia Chang Yin-wu

< Message edited by Mogami -- 1/22/2005 11:16:32 AM >


_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to moses)
Post #: 150
Page:   <<   < prev  3 4 [5] 6 7   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: Mogami's last attempt. Page: <<   < prev  3 4 [5] 6 7   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.031